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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dunenkoff</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-05T16:33:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=168525</id>
		<title>v0.34 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=168525"/>
		<updated>2012-03-24T10:54:14Z</updated>

		<summary type="html">&lt;p&gt;Dunenkoff: /* Getting cursed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;Technically this refers to humans, but oh well&amp;lt;/s&amp;gt; [[User:Headjack|Headjack]] 22:29, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, how about some content around here? Anybody know something 'bout these Werebeasts? I don't.&lt;br /&gt;
[[User:Headjack|Headjack]] 23:41, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm going to try and help out here by experimenting with werebeasts and such in the arena, see if we can pin down some specific stats or characteristics. If anybody else encounters one (in Fortress) they should document it here, I propose. [[User:BaronNinja|BaronNinja]] 20:12, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think I did. I had a Human &amp;quot;arrive&amp;quot;, and he just left right after. I assume that was a werebeast.&lt;br /&gt;
[[User:Headjack|Headjack]] 09:48, 8 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a were attack. All of a sudden, I got a Forgotten Beast/Titan like text popup describing the creature, a weredeer. Then it got picked to death by my two miners. Apparently this one (at least) had stealth and I had no indication of it until it was right next to my miners and the box popped up. It was not one of my own people who turned, I checked. No data on bites. --[[User:Waladil|Waladil]] 18:17, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting cursed ==&lt;br /&gt;
&lt;br /&gt;
Is a single bite that deals damage a sure way to get infected? Does the bite from a natural-formed creature transfer the infection (say, a human bite)?&lt;br /&gt;
&lt;br /&gt;
: It is, I confirm. Got me a single werepanter with wave of migrants, first full moon - and the fight began. It was outside the fort, so casualties were minimal, and guards managed to kill the beast. But injured guard turned next full moon inside the fort, at the meeting hall, which led me to lose half of the population. Now isolating every injured dwarf after these fights. --[[User:Dunenkoff|Dunenkoff]] 10:54, 24 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Dunenkoff</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=142672</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=142672"/>
		<updated>2011-03-25T14:52:51Z</updated>

		<summary type="html">&lt;p&gt;Dunenkoff: /* Siege Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Siege Issues ==&lt;br /&gt;
My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
:I have a goblin siege exhibiting the same behavior. Little bastards are just sitting there, watching me...&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
::::I've also had multiple sieges (human and goblin) at the same time, coexisting peacefully.  They also seem to ignore ambushers and thieves.  However, when I had a Hydra show up in the middle of a human siege, the humans attacked the Hydra. [[Special:Contributions/71.192.119.21|71.192.119.21]] 17:42, 20 October 2010 (UTC)  &lt;br /&gt;
:::::Confirmation on having active human and goblin sieges. Except in my case, they're killing each other.&lt;br /&gt;
::::::The limit is per entity, FYI. So you can ''can'' have an Elven, Goblin and Human siege all at once. --[[User:Naros|Naros]] 15:54, 22 March 2011 (UTC)&lt;br /&gt;
Not sure if it's an bug or just new siege behavior, but I'm not getting goblin sieges since 31.21, only multiple ambushes - 3-4 goblin squads appear from different entry points at the same time. Somebody getting this as well? --[[User:Dunenkoff|Dunenkoff]] 14:52, 25 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ramping Up Numbers? ==&lt;br /&gt;
Does anybody know about the increases in the besieging army size over time? With goblins, there have been more each time. Is it a linear increase or exponential? I just barely held off 85 goblins and trolls (my army had been decimated by suffocation for unknown reasons and all I had was 10 military and weak front door defenses) and I'm wondering if the next time will be 100 or 150. (Currently the dwarves are working on a drawbridge next to the archers tower, which should work, unless the goblins learn to fly on mounts or bring building destroyers. Fun for all!) --[[User:Dwarvenjames|Dwarvenjames]] 20:16, 13 November 2010 (UTC)&lt;br /&gt;
:Eh, ok it didn't ramp up too much at all (thank Toady for drawbridges!). But I did get a second goblin siege in the middle of the first. I have no functioning military anymore, and over 20% of the dwarves are in the hospital... Oh, Urist McInjured, grow some new legs like cave lobsters do already!--[[User:Dwarvenjames|Dwarvenjames]] 01:31, 15 November 2010 (UTC)&lt;br /&gt;
:The intensity seems to have gone up. I got three snatching attempts, two ambushes, and a siege in the same month. All Goblins.17:22, 26 February 2011 (UTC)~&lt;br /&gt;
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== Waiting for the sieges ==&lt;br /&gt;
I've been playing for about 5-6 years, and, although several caravans, and kobold thieves have come and go, I've never seen a single goblin snatcher or any siege at all. Elves also apparently do not exist. Is this because goblins were not in my world in worldgen or something? I'm sure I created it with &amp;quot;INVADERS:ON&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:201.29.167.214|201.29.167.214]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It's possible you embarked in an area that just doesn't have Elves/Goblins.  This frequently happens if you embark on a smaller island with no connection to the mainland.  --[[User:MisterB777|MisterB777]] 00:10, 18 December 2010 (UTC)&lt;br /&gt;
::I've even seen it on large continents where some areas are cut off by 'impassible' mountains.17:21, 26 February 2011 (UTC)&lt;br /&gt;
::Isn't that how actual seiges are? Starve them out? Either it's a bug of the AI from your map, or Toady is going full out on us&lt;/div&gt;</summary>
		<author><name>Dunenkoff</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=136954</id>
		<title>v0.31:Ettin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=136954"/>
		<updated>2011-02-25T07:44:09Z</updated>

		<summary type="html">&lt;p&gt;Dunenkoff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Ettin&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:16, 18 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster with two heads.''&lt;br /&gt;
'''Ettins''' are similar to the {{l|cyclops}} and the {{l|giant}}, but they have two heads.&lt;br /&gt;
They pose the same threat as the other giant humanoids, as they are also {{l|size|enormous}} and {{l|building destroyer}}s. They are usually found in {{l|cave}}s, so if you {{l|embark}} near one, be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
The heads are known to argue with each other, but that doesn't make the ettin any less {{l|fun|dangerous}}.&amp;lt;br&amp;gt;&lt;br /&gt;
They can survive having one of their heads loppeds off, but may die nonetheless due to the heavy bleeding.  Can be easily stopped with weapon trap powered by 3+ large serrated discs (iron or better).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Dunenkoff</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=136745</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=136745"/>
		<updated>2011-02-21T18:15:15Z</updated>

		<summary type="html">&lt;p&gt;Dunenkoff: /* {{L|Goblin}} sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads), the squad leader will always be mounted.  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
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After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt kill your {{L|dwarves}}.&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s or {{L|Ogre}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Since 0.31.18 however there's been a change to goblin tactics and exponential increase in numbers. Now, first goblin siege can look like a big announced ambush with 10 goblin pikemen arriving in single file and 2-3 goblin thieves on whom you step accidentaly in the process of defending the fortress. Second will introduce, for example, 3 'squads' of 10 goblins each coming in from west, north and east and single troll group of 8 from south (true for low-elevation variety maps). Third can be somewhere between 80 and 150 attackers depending on the wealth of your fort, and will probably introduce goblin riders, flying mounts included.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s, or {{L|rutherer}}s for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over you fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|voracious cave crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden sticks, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Dunenkoff</name></author>
	</entry>
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